Upload
matthew-hart
View
217
Download
0
Tags:
Embed Size (px)
Citation preview
John Biddiscombe
CSCS
Swiss National Supercomputing Centre
Why pv-meshless?
pv-meshless is a (slightly) customized version of ParaView
Couldn’t add a new mapper as a plugin (resolved?)
Experimental platform for development
Particle renderer uses some widgets from VisIt for opacity control
Will be added to ParaView main. Eventually.
Representation/Display
• Standard Display panel• Surface/ Wireframe/ Points• Colour editor• Point Size• (Cube Axes)• (Interpolate)• Opacity
Color Editor
Change Presets Define your own Load Save Scale Log/Lin Fit to data (See Track changes) Change Color Space
(interpolation between RGB values)
Manually edit scale
Point Sprite Representation
03/06/2008
Opacity control Track changes (max/min) 3 render modes Simple point
As before, but with opacity Sprite
A sphere, clearer contrast Shader
Radius controls
Opacity
Auto Min/Max changes with scalar
Enable disable auto change
Set min max manually Values <min mapped to 0, >max, to 1 Values from 0-1 mapped to
range according to opacity control setting
Can also change overall value with slider (<1)
Opacity
03/06/2008
Gaussian control Select peaks Drag left/right Drag up/down Scale/shrink
Great for volumetric datasets
Background color map for opacity
03/06/2008
When colour and opacity have same variable and same range
Not 100% accurate, but useful
Volume render effect
Volume animation
PointSize
Change size according to taste
All particles the same
No perspective (well actually yes, but not accurate)
No relative scale between particlesTry zooming in/out
Point smoothing changes particles to rounded squares/ almost circles
NB. Bug. If Point Sprite selected, then simple point selected, size clamped.
Depth Sort
For transparency – particles must either be sorted back to front
Cout = Csrc * Asrc + (1 - Asrc) * CdstSkip anything behind closest pixel
Colour correct
Alpha can get messy when compositing images in parallel – distributed overlap/sort. Depth sort shader and sphere shader don’t coexist.
TURN OFF DEPTH SORT FOR FASTER DISPLAY
Wrong Right
Depth Peeling
• Instead of sorting every object and drawing back to front• Draw everything once and save the image• Then draw it again, but only items in front of last one• Then do it again, and again in ‘peels’• Objects are not sorted, but each pass renders stuff in front, gradually
the final image is built up.• Not bad for brains/bones• Awful for lots of particles• Uses advanced shaders which mess up our renderer• Work in progress is getting depth peeling working with our renderer
Sprite mode
• Spheres are drawn with shaded edges• Improves contrast
Shader mode
• Better for smaller datasets• Where a parameter is to be highlighted• Radius can be controlled• 2 shaders possible in current implementation• FastSphere
• Computes size based on radius, then shades as sphere
• ExactSphere• Computes size based on radius, then shades as sphere• Also computes depth so that overlapping spheres look correct• Much slower• Only useful in small datasets or hi-zoom display
Radius Control
•Select scalar to use for radius•Radius input Min/Max is detected from data, or set manually.
•Output is mapped to {0,1} by default•Multiplier is used to define world coordinates to make it easier to change overall size. Avoid large numbers! Blank by default – for safety
•Safety limits pixels to avoid very long render times, when the wrong radius is selected.
Radius Example
Example Animation
Large Datasets
• Runs in parallel, if opacity is not used
• SubProxy is vtkCellPointsFilter instead of vtkGeometryFilter, so it can be used on any datatype.
• This dataset is 40 million particles, rendered on 16 GPUs. Frame speed 1-3 fps typically – should be much faster – still debugging
• Very interactive – for drilling down etc.
• (Beats MatLab etc)
Future Work
• Ellipsoids : Quadrics • New shaders can be added easily• tricky part is mapping scalars to shader parameters
• Better Parallelism• Track down slowness in certain circumstances
• Opacity fixes.• Need fast rendering with opacity in parallel
• New modes?
Ellipsoids : Quadrics : To be continued
EXAMPLE ANIMATION